| << Back to Mob Programming Explained |
While it demonstrates many of the techniques available in area building, uses a large variety of flags and all the sections described in the DizzyMUD Area Builder's Guide, she says it is not suitable for use as a real, in-game, MUDding area. Rooms are scattered around in the landscape, there is no story, the descriptions are spotty and thanks to the wide variety of levels, the mobs are fit only for a MUD circus.
What I'm trying to say here is that this is an example for the technique, not the art. If you want to build an area of your own, look at this example, then put it away and start from scratch.
#AREA
example.are~
Example Area~
{H{{ ALL } {MElrac&Sharra {TExample Area~
30000 30099
#MOBILES
#30000
little child~
the little child~
A little child stands here.
~
The little child is an example of a level 1 mob.
~
human~
G 0 0 S
1 0 1d1+11 1d1+11 1d3+1 slap
10 10 10 10
0 0 0 0
stand stand either 0
0 0 small 0
#30001
citizen male~
a male citizen~
A male citizen stands here.
~
The male citizen is an example of a level 10 mob.
~
human~
G 0 0 S
10 0 2d6+130 10d9+100 1d8+4 punch
5 5 5 8
F 0 0 0
stand stand male 500
0 0 medium 0
#30002
citizen female~
a female citizen~
A female citizen smiles at you.
~
The female citizen is an example of a level 20 mob.
She has a MobProg that greets people entering her room.
~
human~
G 0 0 S
20 0 3d9+333 10d9+100 2d8+5 punch
-4 -4 -4 7
EFN 0 0 0
stand stand female 1000
0 0 medium 0
>greet_prog 100~
say Welcome to the example area, $n!
~
|
#30003
citizen elder~
an elder citizen~
An elder citizen stands here.
~
The elder citizen is an example of a level 30 mob.
He has a mob-prog that makes him randomly snicker.
~
human~
CG V 0 S
30 0 6d12+853 15d9+100 4d6+8 punch
-9 -9 -9 -6
EFN 0 0 0
stand stand male 2000
0 0 medium 0
>rand_prog 3~
snicker
~
|
#30004
village guard~
the village guard~
A village guard stands here.
~
The village guard is an example of a level 40 mob.
~
human~
G JV 800 S
40 0 15d10+1850 20d9+100 4d8+13 smash
-13 -13 -13 5
EFNU 0 0 0
stand stand male 3000
0 0 medium 0
>hitprcnt_prog 10~
sigh
mpecho $I realizes $j is going to lose the fight.
mpecho In desparation, $I calls to Super Helga for help!
wave $n
mpecho A moment later...
mpechoaround $n $I disappears and $n is left fighting thin air.
mpechoat $n $I disappears and you are left fighting thin air.
mpgoto helga
~
|
#30005
thief~
a thief~
A thief blends into the shadows here.
~
The thief is an example of a level 50 mob.
To do his job (stealing) properly, he needs a spec_thief in
the #SPECIALS section. Have a look there.
~
human~
FGS BHQTU -800 S
50 0 50d10+2300 1d10+600 4d10+18 beating
-25 -26 -26 -25
F ILQ F NO
stand stand male 5000
0 0 medium 0
#30006
owner mansion~
the owner of the mansion~
The owner of the mansion stands here.
~
The owner of the mansion is an example of a level 60 mob.
~
human~
BG H -900 S
60 0 50d10+3000 1d10+600 8d6+28 crush
-32 -31 -30 -25
DJK ABHI FLQ N
stand stand male 6000
0 0 medium 0
#30007
huge dragon~
a huge dragon~
A huge dragon flies over your head.
~
The huge dragon is an example of a level 70 mob.
A dragon should be able to breathe fire.
See in the #SPECIALS section.
~
dragon~
BFG HT -1000 S
70 6 30d30+3600 1d1+99 5d5+23 charge
-28 -27 -28 -12
DEKO H E F
stand stand either 2500
0 0 giant 0
#30008
mighty mage~
the mighty mage~
A mighty mage stands here.
~
The mighty mage is an example of a level 80 mob.
As a mage he should be able to cast mage spells.
See in the #SPECIALS section.
~
human~
GR DEFGHc 1000 S
80 8 30d30+4800 1d1+199 6d6+22 magic
-37 -38 -36 -25
DEKN 0 E F
stand stand male 3600
0 0 medium 0
#30009
giant~
the giant~
A giant threatens you.
~
The giant is an example of a level 90 mob.
~
giant~
BFGT HVbc -1000 S
90 10 30d40+5800 1d1+299 7d7+20 beating
-47 -46 -46 -30
DEFJKN 0 C E
stand stand either 0
0 0 giant 0
#30010
spirit faith~
the spirit of faith~
You feel the presence of the spirit of faith here.
~
The spirit of faith is an example of a level 100 mob.
The spirit of faith can cast cleric spells.
See in the #SPECIALS section.
~
unique~
BGQ BDEFGHQZ 1000 S
100 12 30d50+6900 1d1+399 8d8+18 magic
-54 -54 -54 -39
DEFKNQ MN H I
stand stand none 0
0 0 large 0
#30011
shopkeeper~
the shopkeeper~
The shopkeeper of the general store stands here.
~
The shopkeeper is an example of... well, you guessed it...
a shopkeeper. Note his immunities (ABCD) that make
sure he doesnt get killed. And don't forget to set him up
properly in the #SHOPS section!
~
human~
BGV 0 900 S
23 0 1d1+999 1d1+99 1d8+20 beating
-15 -15 -15 -15
EFJ ABCD 0 0
stand stand male 90000
0 0 medium 0
#30012
healer~
the healer~
The healer of the small village stands here.
~
Right, this is an example of a healer. This mob
also casts spells on low level players with his
#SPECIAL spec_cast_adept. Note his immunities (ABCD)
to make sure he doesn't get killed!
~
human~
BQVa DFH 1000 S
60 0 1d1+999 1d1+999 2d4+30 divine
-15 -15 -15 -15
FHIK ABCD 0 0
stand stand male 0
0 0 medium 0
#30013
trainer~
the trainer~
The trainer of the small village stands here.
~
This is an example of a mob the players can train, gain
and practice at (JKb in the act flags!).
~
human~
BJKb DFH 1000 S
91 5 1d1+1999 1d1+1999 3d8+24 divine
-70 -70 -70 -70
FG ABCD 0 0
stand stand male 0
0 0 medium 0
#30014
beggar~
a poor beggar~
A poor beggar plies his demeaning trade here on the street.
~
The beggar is a Teilysa, unkempt und poorly clothed against
the cold wind blowing through the streets. He is lacking
both legs and an arm. The remaining arm holds a battered
hat containing a few coins. No one is tempted to say,
"Get a job!"
~
teilysa~
BGHZ KLMXd 0 S
10 0 2d6+130 10d9+100 1d8+4 punch
5 5 5 8
0 A 0 CD
sleep rest male 15
0 0 small 0
>greet_prog 100~
if ( isnpc($n) )
if ( isgood($i) )
wink $n
else
growl $n
endif
else
if ( isimmort($n) )
or ( ischarmed($n) )
else
say Alms for a poor beggar, please!
endif
endif
~
>rand_prog 33~
if ( isfight($i) )
else
snore
endif
~
>rand_prog 50~
cough
~
>rand_prog 100~
moan
~
>hitprcnt_prog 10~
say A miserable life, but I'm about to lose it!
~
>hitprcnt_prog 35~
say Something tells me I'm not going to win this fight.
~
>hitprcnt_prog 70~
say Oh no! I'm bleeding!
~
>hitprcnt_prog 100~
say Have you nothing better to do than to attack defenseless beggars?
~
>bribe_prog 10000~
say My fortune is made!
emote straps on a pair of wooden legs and a wooden arm.
hop
dance
sing
~
>bribe_prog 1000~
say So much gold! This will feed me for days!
cheer
~
>bribe_prog 100~
say A fine donation. Thank you so much!
nod
~
>bribe_prog 1~
say If that's all you have, you might as well keep it!
snicker
~
|
#0
#OBJECTS
#30000
key~
a key~
A key lies here.~
steel~
key 0 A
0 0 0 0 0
0 1 0 P
E
key~
The key looks like it would fit into an entrance door.
Do not forget the TAKE flag (A) on a key or else nobody
can pick it up. This key can't be kept upon quitting.
~
#30001
fountain~
a fountain~
A small fountain allows you to refresh yourself.~
~
fountain 0 0
0 0 'water' 0 0
0 0 0 G
E
fountain~
The fountain provides fresh water.
~
#30002
stove~
the stove~
~
iron~
container 0 0
300 AC 0 300 100
0 300 0 P
E
stove~
It is a big old iron stove. Maybe there is something
beeing cooked in it?
Please note that the stove has no long description so
it can't be seen with a LOOK but has to be found in the
room descriptions. Nevertheless, it NEEDS a short description,
else OPEN and GET FROM would not give sensible messages!
The stove is closed but not locked (wich would not make much
sense with a stove anyways), and there certainly is no key for it.
~
#30003
cake~
a cake~
A cake has been left here.~
food~
food 0 A
20 50 0 0 0
0 10 15 P
E
cake~
The cake looks delicious!
~
#30004
bed~
a bed~
A bed stands in one corner of the room.~
wood~
furniture 0 0
1 10000 IL 130 130
1 2000 999 P
E
bed~
It is a simple bed, but looks quite comfortable nevertheless.
Maybe you want to take a nap?
~
#30005
wardrobe wooden~
a wooden wardrobe~
A wooden wardrobe catches your eyes.~
wood~
container 0 0
300 ABCD 30006 300 100
0 300 0 P
E
wardrobe~
It is a nicely made wooden wardrobe.
The wardrobe is closed, locked and pickproof. So if somebody
wants to open it, he has to find the key. The elder citizen
has it.
~
#30006
key small wooden~
a small wooden key~
A small wooden key lies here.~
wood~
key 0 A
0 0 0 0 0
0 1 0 P
E
key~
It is a small wooden key. It might fit into some kind of furniture.
~
#30007
cloak~
a cloak~
A cloak lies here.~
silk~
armor G AK
10 9 11 8 0
30 10 1200 P
E
cloak~
It is an elegant cloak made from fine silk.
~
A
5 2
A
26 2
A
18 2
A
19 1
#30008
hole floor~
a hole in the floor~
~
nothingness~
portal O 0
0 0 A 30016 0
0 0 0 P
E
hole floor~
There is a big hole in the floor. You might be able to enter
it if you are curious about what lies beneath.
Please note that the hole has no long description, so it has to be
found in the extended description of the room (there needs to be a hint
in the room that leads to that extended description!). Nevertheless, the
hole needs a short description, otherwise a player entering it would not
get a sensible message when doing so!
~
#30009
hole ceiling~
a hole in the ceiling~
~
nothingness~
portal O 0
0 0 A 30015 0
0 0 0 P
E
hole ceiling~
There is a big hole in the ceiling. If you are lucky, you can leave this
dusty cellar through it.
Note that portals are always ONE WAY objects. So if you want the player to
be able to leave a room that he entered via a portal again through a portal
leading back, you need to code a SECOND portal to be loaded in that room!
~
#30010
plastic boat~
a small plastic boat~
A small plastic boat has been left here.~
platic~
boat 0 A
0 0 0 0 0
1 750 400 A
E
plastic boat~
This small plastic boat looks like a toy for children. It is roughly big
enough to carry you. Try it at your own risk, though.
~
#30011
bag~
a bag~
A small bag.~
leather~
container 0 A
50 0 0 5 100
1 10 9 G
E
bag~
It is a very small bag. Nothing special about it.
~
#30012
small bottle~
a small bottle~
A small bottle lies on the floor.~
glass~
drink 0 A
64 64 'water' 0 0
0 40 24 G
E
small bottle~
It is a very small bottle. Nothing special about it.
~
#30013
sandwich~
a sandwich~
A sandwich has been left here.~
food~
food 0 A
30 40 0 0 0
0 10 15 P
E
sandwich~
It is a cheese sandwich.
~
#30014
scroll identify~
a scroll of identify~
A scroll has been left here.~
paper~
scroll G AO
20 'identify' '' '' ''
17 10 590 P
E
scroll identify~
This magic item helps you see the power of things.
~
#30015
lantern silver~
a silver lantern ~
A silver lantern spreads some light here.~
silver~
light AG A
0 0 -1 0 0
40 0 4000 P
E
lantern~
The lantern looks quite valuable. The light it spreads
seems to be very special.
~
E
light~
This light does more for you than just lighten the darkness!
It seems to be able to reveal each and everything!
~
A
26 2
A
18 2
A
19 2
F
A 0 0 DF
#30016
breast plate strong~
a strong breast plate~
A strong breast plate lies here.~
steel~
armor AG AD
13 12 12 12 0
40 70 7500 P
A
1 2
A
13 50
A
19 3
#30017
sword iron~
an iron sword~
A very large sword made of iron lies here.~
iron~
weapon B AN
sword 8 4 cleave DE
40 450 8600 P
A
18 4
A
19 4
#30018
coins~
some gold coins~
You see some gold coins on the floor.~
gold~
money 0 A
0 4 0 0 0
0 0 0 P
#30019
apple~
an {Rapple{x~
An {Rapple{x lies here.~
fruit~
pill G A
10 'cure light' 'refresh' '' ''
10 8 700 P
E
apple~
It is a delicious looking apple.
~
#30020
stone~
a strange looking stone~
A strange looking stone lies here.~
gem~
warp_stone T AO
0 0 0 0 0
0 10 6500 P
E
stone~
The stone seems to be bursting with magical energy!
~
#30021
pile trash~
a pile of trash~
A pile of trash lies here.~
trash~
trash 0 A
0 0 0 0 0
0 100 0 P
E
pile trash~
This is a large pile of trash. Many useless items of all sorts.
Nobody will ever be able to sort them out!
Just junk it!
~
#30022
wand powerful~
a powerful wand~
a powerful wand lies on the ground.~
power~
wand G AO
80 5 5 'wrath' 0
80 10 4320 P
E
wand~
This is no toy! Don't mess around with such a powerful item if
you are not really sure what you are doing!
~
#0
#ROOMS
#30000
Entrance to the example area~
The area you are about to enter is only meant as an example of the
syntax of area coding. The area does not have a "story" nor is it
balanced regarding mob levels and objects in it. The descriptions are
very short because there is not much to tell about the mobs, objects
and rooms beside some technical stuff.
This area is not really connected in DIZZY MUD, but if it were it would
be located north of the Eastern Road between Midgaard and New Thalos.
South of here lies this road, northwards lies the example area.
~
0 0 2
D0
To the north the example area continues.
~
~
0 -1 30001
D2
To the south lies the Eastern Road.
~
~
0 -1 3529
E
road~
The Eastern Road connects Midgaard and New Thalos.
~
E
example area~
The example area lies to the north. Go ahead and have a look.
~
S
#30001
A small road leading to a village~
This small road leads to a small village where you will be able
to meet some example mobs.
~
0 0 2
D0
To the north lies a small village.
~
~
0 -1 30002
D2
To the south lies the Entrance to the example area.
~
~
0 -1 30000
E
road~
It is just but a small road.
~
E
village~
The village lies to the north. It is very small and you can't see
much from here. Just go ahead to have a look.
~
S
#30002
In a small village~
You are standing in a small village.
~
0 0 1
D0
To the north lies the center of the small village.
~
~
0 -1 30008
D1
To the east lies the small village continues.
~
~
0 -1 30003
D2
To the south lies a small road.
~
~
0 -1 30001
D3
To the west the small village continues.
~
~
0 -1 30012
E
village~
As this is only an example of area coding, I did not put much
effort into describing the village. You will have to use your
own imagination to get a picture of it. :)
~
S
#30003
In a small village~
You are standing in a small village. To the east lies an example
maze.
~
0 0 1
D0
To the north the small village continues.
~
~
0 -1 30004
D1
To the east lies an example maze.
~
~
0 -1 30020
D3
To the west the small village continues.
~
~
0 -1 30002
E
village~
As this is only an example of area coding, I did not put much
effort into describing the village. You will have to use your
own imagination to get a picture of it. :)
~
E
example maze~
It is an example of a shifting maze.
~
S
#30004
In a small village~
You are standing in a small village. To the north you notice
a small house.
~
0 0 1
D0
To the north lies the entrance door to a small house.
~
entrance door~
1 -1 30005
D2
To the south the small village continues.
~
~
0 -1 30003
D3
To the west lies the center of the small village.
~
~
0 -1 30008
E
village~
As this is only an example of area coding, I did not put much
effort into describing the village. You will have to use your
own imagination to get a picture of it. :)
~
E
small house~
It is just a small house as it would fit into a small village. The
entrance door is reset closed but not locked, so if people find it
with SCAN, they can walk into the house.
~
S
#30005
A house in a small village~
You are standing in a house in a small village. Doors lead
north and upwards.
~
0 A 0
D0
To the north lies the door to the kitchen.
~
door~
1 -1 30006
D2
To the south lies the entrance door, leading back into
the small village.
~
entrance door~
1 -1 30004
D4
Upwards lies the door to the bedroom.
~
door~
1 -1 30007
E
small village~
You are inside the house and can't see the village. :(
~
E
house~
You are inside the house. I did not describe it. But imagine
that it is a normal house with all the normal stuff in it.
~
E
doors~
There are three doors. The entrance door to the south, the kitchen
door to the north and the bedroom door to the up.
~
S
#30006
Kitchen~
You are standing in a kitchen. In the center of the kitchen
you notice a big old stove.
~
0 A 0
D2
You can leave the kitchen by going south.
~
door~
1 -1 30005
E
kitchen~
The only thing of real interest in this kitchen is the stove.
It is a container reset into the room that does not have a long
description, so people only see it in the room description.
But, having found it, they can open it and find some food in there.
There is no extended room description for stove because the object itself
has that extended description.
~
S
#30007
Bedroom~
You are standing in a bedroom.
~
0 A 0
D5
You can leave the bedroom by going down.
~
door~
1 -1 30005
E
bedroom~
I did not describe the bedroom, sorry. There are two objects
reset into it, though. A bed (furniture) and a wardrobe (container).
Both objects are visible with a normal LOOK in the room.
~
S
#30008
Center of the small village~
You are standing in the center of a small village.
To the north you notice a general store.
~
0 0 1
D0
To the north lies a general store.
~
~
0 -1 30009
D1
To the east the small village continues.
~
~
0 -1 30004
D2
To the south the small village continues.
~
~
0 -1 30002
D3
To the west the small village continues.
~
~
0 -1 30010
E
village~
As this is only an example of area coding, I did not put much
effort into describing the village. You will have to use your
own imagination to get a picture of it. :)
~
E
general store~
It is a small general store, typical for a small village.
Go inside to see what they sell there.
~
S
#30009
General Store~
You are standing in the General Store of the small village.
~
0 0 0
D2
To the south lies the center of the small village.
~
~
0 -1 30008
E
general store~
It is a typical general store of a small village, containing
everything you would expect in such a small store.
~
S
#30010
In a small village~
You are standing in a small village. To the north you notice
a small hut.
~
0 0 1
D0
To the north lies a small hut.
~
~
0 -1 30011
D1
To the east lies the center of the small village.
~
~
0 -1 30008
D2
To the south the small village continues.
~
~
0 -1 30012
E
village~
As this is only an example of area coding, I did not put much
effort into describing the village. You will have to use your
own imagination to get a picture of it. :)
~
E
hut~
It is the hut of the healer.
~
S
#30011
The hut of the healer~
You are standing in the hut of the healer. It is only here so I have
a place to put my healer in, wich is only here to show you how to
code a healer. :)
~
0 0 0
D2
Going south you can leave the hut.
~
~
0 -1 30010
E
hut~
A small healer's hut. Looks just like it should.
~
S
#30012
In a small village~
You are standing in a small village. To the south you notice
a practice yard.
~
0 0 1
D0
To the north the small village continues.
~
~
0 -1 30010
D1
To the east the small village continues.
~
~
0 -1 30002
D2
To the south lies a practice yard.
~
~
0 -1 30013
D3
To the west lies a small path.
~
~
0 -1 30014
E
village~
As this is only an example of area coding, I did not put much
effort into describing the village. You will have to use your
own imagination to get a picture of it. :)
~
E
practice yard~
Go south to see what it is for.
~
S
#30013
The practice yard~
You are standing in a practice yard. It is only here so I have
a place to put my trainer in. Just to show you how to code a mob
where players can train, practice and gain. :)
~
0 0 1
D0
Going north you can leave the practice yard.
~
~
0 -1 30012
E
practice yard~
Just a place to put my trainer in, as I said.
~
S
#30014
Path to a mansion~
You are standing on a path leading to a big mansion.
~
0 0 1
D1
To the east lies the small village.
~
~
0 -1 30012
D3
To the west lies the entrance door to the mansion.
~
entrance door~
4 30000 30015
E
path~
It is just a small path leading from the village to the mansion.
~
E
mansion~
The mansion is a quite big building considering how small the
village is. The special thing about it is that the door leading
into it will reset locked and is pass and pick proof. So people
wanting to enter the mansion have to find the key. To get it, they
will have to kill the owner of the mansion who, luckily, is to be
found OUTSIDE of it. *g*
~
S
#30015
Entrance hall of the mansion~
You are standing in the entrance hall of the mansion. One
would expect to find lots of rooms connected to here. But I
did not build them, so you cant find them, sorry.
But there is a portal here that leads into the cellar of the
mansion. It does not have a long description, so you can only
find it in this room description. But now that I have told you
that it is here, it will be easy to find.
~
0 A 0
D1
To the east lies the entrance door of the mansion.
~
entrance door~
4 30000 30014
E
entrance hall mansion portal~
It is a big entrance hall, looking just like you would expect
an entrance hall to look like. The only thing that doesnt
seem to fit properly is that big hole in the floor you notice.
(if you had not already guessed: the hole in the floor is the
portal to lead into the cellar! DOH!)
~
S
#30016
Cellar of the mansion~
You are standing in the cellar of the mansion. There
are no exits visible here. But on the other hand, there
is a nice big hole in the ceiling. Maybe you could leave
through it?
~
0 A 0
E
cellar~
It is a big, dusty cellar. You seem to feel the presence
of something around you. But you can't be sure. *shrug*
~
S
#30017
Example maze~
This example maze is only here to show you how to build a
shifting maze. The rooms are coded as any other rooms, but
in the RESETS section, the exits are being made random.
~
0 N 2
D0
The maze continues there.
~
~
0 -1 30020
D1
The maze continues there.
~
~
0 -1 30018
E
maze~
It is only a very small maze with only 6 rooms of which 4 only
have two exits. Only a real newbie would get lost here.
If you want to code a really tough maze, you need some more
rooms connecting with each other.~
S
#30018
Example maze~
This example maze is only here to show you how to build a
shifting maze. The rooms are coded as any other rooms, but
in the RESETS section, the exits are being made random.
~
0 N 2
D0
The maze continues there.
~
~
0 -1 30019
D3
The maze continues there.
~
~
0 -1 30017
E
maze~
It is only a very small maze with only 6 rooms of which 4 only
have two exits. Only a real newbie would get lost here.
If you want to code a really tough maze, you need some more
rooms connecting with each other.~
S
#30019
Example maze~
This example maze is only here to show you how to build a
shifting maze. The rooms are coded as any other rooms, but
in the RESETS section, the exits are being made random.
~
0 N 2
D0
The maze continues there.
~
~
0 -1 30022
D2
The maze continues there.
~
~
0 -1 30018
D3
The maze continues there.
~
~
0 -1 30020
E
maze~
It is only a very small maze with only 6 rooms of which 4 only
have two exits. Only a real newbie would get lost here.
If you want to code a really tough maze, you need some more
rooms connecting with each other.~
S
#30020
Example maze~
This example maze is only here to show you how to build a
shifting maze. The rooms are coded as any other rooms, but
in the RESETS section, the exits are being made random.
~
0 N 2
D0
The maze continues there.
~
~
0 -1 30021
D1
The maze continues there.
~
~
0 -1 30019
D2
The maze continues there.
~
~
0 -1 30017
D3
Ah! You found the exit! This is the way back into
the small village!
~
~
0 -1 30003
E
maze~
It is only a very small maze with only 6 rooms of which 4 only
have two exits. Only a real newbie would get lost here.
If you want to code a really tough maze, you need some more
rooms connecting with each other.~
S
#30021
Example maze~
This example maze is only here to show you how to build a
shifting maze. The rooms are coded as any other rooms, but
in the RESETS section, the exits are being made random.
~
0 N 2
D1
The maze continues there.
~
~
0 -1 30022
D2
The maze continues there.
~
~
0 -1 30020
E
maze~
It is only a very small maze with only 6 rooms of which 4 only
have two exits. Only a real newbie would get lost here.
If you want to code a really tough maze, you need some more
rooms connecting with each other.~
S
#30022
Example maze~
This example maze is only here to show you how to build a
shifting maze. The rooms are coded as any other rooms, but
in the RESETS section, the exits are being made random.
~
0 N 2
D2
The maze continues there.
~
~
0 -1 30019
D3
The maze continues there.
~
~
0 -1 30021
E
maze~
It is only a very small maze with only 6 rooms of which 4 only
have two exits. Only a real newbie would get lost here.
If you want to code a really tough maze, you need some more
rooms connecting with each other.~
S
#0
#RESETS
M 0 30000 3 30002 1 *Load small child
M 0 30001 3 30003 1 *Load male citizen
G 0 30019 30 *give apple
M 0 30002 3 30008 1 *Load female citizen
M 0 30003 3 30002 1 *Load elder citizen
G 0 30006 1 *give key to wardrobe
M 0 30004 1 30004 1 *Load guard
E 0 30015 10 0 *equip lantern
E 0 30016 30 5 *equip breast plate
E 0 30017 20 16 *equip sword
M 0 30005 1 30007 1 *Load thief
M 0 30006 1 30014 1 *Load owner of the mansion
G 0 30000 1 *give key to mansion
M 0 30007 1 30018 1 *Load huge dragon
M 0 30008 1 30015 1 *Load mighty mage
E 0 30022 5 17 *equip wand
M 0 30009 1 30022 1 *Load giant
M 0 30010 1 30016 1 *Load sprit of faith
G 0 30020 10 *give warp_stone
M 0 30011 1 30009 1 *Load shopkeeper
G 0 30010 1 *give boat
G 0 30011 1 *give bag
G 0 30012 1 *give bottle
G 0 30013 1 *give sandwitch
G 0 30014 1 *give scoll
M 0 30012 1 30011 1 *Load healer
M 0 30013 1 30013 1 *Load trainer
M 0 30014 1 30012 1 *Load beggar
O 0 30001 1 30008 *Load fountain into center of the small village
O 0 30002 1 30006 *Load stove into kitchen
P 0 30003 40 30002 1 *put cake into stove
O 0 30004 1 30007 *Load bed into bedroom
O 0 30005 1 30007 *Load wardrobe into bedroom
P 0 30007 10 30005 1 *put cloak into wardrobe
O 0 30008 1 30015 *Load hole in floor (portal) into entrance hall
O 0 30009 1 30016 *Load hole in ceiling (portal) into cellar
O 0 30018 1 30021 *Load gold coins in maze
O 0 30021 1 30017 *Load trash in maze
D 0 30004 0 1 *close door from village to small house
D 0 30005 2 1 *close door small house to village
D 0 30005 0 1 *close door small house to kitchen
D 0 30006 2 1 *close door kitchen to small house
D 0 30005 4 1 *close door small house to bedroom
D 0 30007 5 1 *close door bedroom to small house
D 0 30014 3 2 *lock door from path to mansion
D 0 30015 1 2 *lock door from mansion to path
R 0 30017 2 *make maze random
R 0 30018 2 *make maze random
R 0 30019 3 *make maze random
R 0 30020 4 *make maze random
R 0 30021 2 *make maze random
R 0 30022 2 *make maze random
S
#SHOPS
30011 1 11 15 17 0 130 70 8 22 * the shopkeeper of the general store
0
#SPECIALS
M 30005 spec_thief * the thief
M 30007 spec_breath_fire * the dragon
M 30008 spec_cast_mage * the mighty mage
M 30010 spec_cast_cleric * the spirit of faith
M 30012 spec_cast_adept * the healer
S
#$
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